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Everything posted by dot_Nova
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In Neutral: It's very hard to approach her especially with HCL > VCL killing hammerfall attempts. The best way to approach is to walk slowly watching for HCL and notes and flicking any note that comes towards your way or predicting when your opponent decides to HCL forcing I-No to respect the missile. Note: The flick projectile will not stop the HCL projectile from traveling full screen. It's very difficult to slidehead I-No as she can TK note and HCL brings her off the ground. Fish for it occasionally but concentrate most of your efforts into getting a successful flick while slowly approaching. Play this matchup slowly especially if she's trying to zone you out. Punish any approaches she may attempt in neutral that don't have a note or HCL covering her. In Defense: It's extremely difficult to block her but keep in mind a lot of the unpredictable mix-up I-No does is not meaty outside of VCL > YRC and note pressure. - If she tries a non-meaty setup without note, backstep will beat it leading to a free pot buster. - I-No can catch your wakeup backstep with a late airdash. VCL Crossup > YRC will also mess up your input and punish backdash. To beat an airdash attempt, however, mash 5P, 6P, heavenly, or gigantor to punish her approach. Keep in mind she can also do her air super to bait and punish pot buster attempts or your mash attempts as it's instant after the flash. - Note: You cannot HFB I-No when she does a normal float dash on your wakeup as she's too low (it's considered a safe jump). You can HFB if you make the right call when she tries to VCL YRC to begin her oki mixup. You don't have much of a choice but to respect note mixup. If she's really close, you can blitz to get proximity reject on VCL YRC. Keep in mind that the note's number of hits depends on the distance it travels, if she's really close to you and does it, you can choose to blitz or block the 2-3 hits it'll probably have. On Offense: There's nothing you can do about her supers. Her ground guitar super is not throw invulnerable, however, it's only 2 frames startup post flash so it's 1 frame faster than potemkin buster. Once you knock her down though, feel free to go ham as she doesn't have any defensive options outside of blitz and reversal super.
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- Guilty Gear
- XRD
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I feel like this MU is fairly even and self-explanatory. Generally, play footsies because his normals and your normals are almost identically ranged. FD his normals if you want to get out of pressure. Greed sever and his D overhead are both pretty slow so he has no real mixup outside of his grinder (split ciel + HS stunedge). Flick disallows him from constantly throwing projectiles outside of oki. Specific things: -Reversal Trishula beats HS stunedge oki and you can YRC to pot buster him or let it rip if he's not paying attention. -If the Ky keeps jumping away and throwing stun edge or j.D, try to slide head when he lands. Slide head timed correctly goes under split ciel stun edge. You can also try flicking but it's not a guaranteed way to get it because he can maneuver around it or under it with stun dipper. - If you IB his 6H, if he doesn't immediately do a followup or jump, you get a free pot buster. - Do a mid-max spaced meaty 2K or safe jump for oki. His DP doesn't hit low so 2K actually goes under it leading to a free punish. - You can also flick his j.D if he tries to bait your buster with it. - He has a wide hitbox so the combo 5K > 2S > 6K... works at farther spacings unlike other characters. - You can flick the grinder in neutral but I personally don't advise it. It's fairly difficult to do and messing up will lead to an unfavorable position. It's very active so even after the flick, you're stuck blocking it afterwards. If you're spaced at almost max range, it's possible to flick it without being in the attack. It's best to either be out of range or just jump over it.
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- Guilty Gear
- Ky
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Updated post with new info.
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- Guilty Gear
- XRD
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RC after megafist forward is okay. It guarantees you won't be punished if they block and it leads to a decent combo. RC Pot buster and combos that end in 2D or hammerfall when you're near or in the corner for the trishula corner combo. Hammerfall YRC is something I used a lot when I first started playing. You'll grow out of it eventually as you keep playing though.
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oops. My bad. I personally just mash out the followup input. No harm in it.
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Can you flick it at any range or do you need to be at the edge of the move? Like can my whole body be in the resen and still be able to flick it?
- 9 replies
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- Guilty Gear
- Potemkin
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If you block it, he has 22 frames to recover. Depending on how far you got pushed back, you should be able to walk up and pot buster him. Otherwise, I opt for 5S > 2S > 2D just for the knockdown then safe jump again. People tend not to try to DP on wakeup 2 times in a row without meter. Fun fact: Because it hits only once, you can hammerfall through it. So if you're feeling ballsy, you can do a hammerfall during his reversal timing and eat the DP. You can either YRC or break before hitting him or hit him then RC.
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- Guilty Gear
- Potemkin
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On your wakeup, it's a 50/50 game or even worse against those 2 characters. Like every other vortex character, it's all about getting an idea about what option your opponent is going to do how much he thinks you'll respect him. Millia can do a ton of different things but if she tries anything that's not a meaty low on your wakeup, you can just fuzzy jump out. Then when he starts to realize you're getting out of all the pressure, you can reversal blitz low and kill her. Chipp can only do a left/right meaty j.C on your wakeup if he teleports above you or if it's after his wall cling, otherwise you can fuzzy jump out. You can also blitz the j.C instead of worrying about left/right. He can bait the blitz but you'll make him more wary about adjusting his oki afterwards. It's still all about getting an idea on what you think your opponent is going to go for based on whether he's adapting to your play or if he thinks you'll respect his oki. Sorry if this seems vague, I'll make a more detailed writeup in the MU section later about variable guarding and what to consider when waking up in the vortex. TLDR: It sucks. If you block first hit, FD to push them off or burst early to get out of their momentum or spend 50 meter to guard cancel and save yourself the trouble, or be cool and blitz their meaty.
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I'm assuming HCF means hammerfall cancel. To do it x2, like after slidehead, the input looks like [4]6~[4]HS > P > 6HS > P. To start charging immediately after the first hammerfall, you can press HS while holding back after inputting the forward motion. Hammerfall still comes out if you do 4HS after charging fully and then quickly inputting 64. Doing this lets you immediately begin charging for your second hammerfall. So, an example of how it'll look assuming you're facing right: 1. Hold left for the needed duration 2. Then press right and then immediately bring it back left and hit HS at the same time. Hold left so you begin your next charge. 3. By the time you've done a full/almost full range hammerfall into break, you've charged long enough to do the second one. If you're having trouble, make sure you're holding left during the break part and THEN pressing right for hammerfall after the break animation is over. Also make sure you're charging long enough, if you do it right there should be almost no gap between the two hammerfalls but take your time and get a feel for timing first.
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it's a hammerfall break after D. p.b.b. is during dragon install (which costs 50 meter and is on a timer) and I believe is only 1 hit. Pot Buster is 2 hits, the first causing the risq gauge to go down ( I don't know who thought it was a good idea either). But it's not that bad because as long as you even have 1 point in the risq gauge, it will do full damage.
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Update: As of 1.1 you can flick rensen now. Praise be. (I'm not sure if you were able to 1.0 but I don't recall being able to)
- 9 replies
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- Guilty Gear
- Potemkin
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6P has never hit crouchers, 5P hitting crouchers was a false rumor, try pot buster again with the opponent having risq gaugel; the grab part of pot buster counts as a damageless hit causing the risq gauge to go negative losing damage on the 2nd hit.
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I think they're all the same except for the cross out heavenly change. It doesn't have full body invul on startup anymore. Not sure if it's just upper body now or the full body is later in the move
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if they're in the corner, you can do 6K and then a delayed megafist backwards. Not sure if it's universal but I believe it should be on everyone except /maybe/ May.
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Has anyone tested if you can be punished for doing 5D > 236A as pressure ender? Like if you're spaced to where there's a gap between the two or if you delay the 236A for too long, can someone fuzzy jump in and punish you? Also if you're not spaced properly, can someone IB the sword then go in and punish? I'm curious as to how minus you are after the sword and which ranges would be safe to use it in. And man, it's gonna take some getting used to the decreased range on sekka and the decreased horizontal hitbox on j.2C (I might just be really rusty and imagining it :V ).
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[CSE-CP] Jin Questions and Answers Thread - How Do I Shot Ice?
dot_Nova replied to Moy_X7's topic in Jin Kisaragi
Reading through some old posts and regarding oki/BD catches: (I'll be testing all of this to check for consistency, most of this is from watching match footage and from my experiences in 1.1) I believe 214B ~ C is best knockdown because it's hard knockdown now. I feel like it'd be difficult to catch backward rolls after sekka midscreen. After hard knockdown you can do 66~2B or 66~5C to catch rolls. 2A also works to catch rolls but it's a bit more difficult and isn't necessary anymore since it's hard knockdown. Be sure to advance input OS the appropriate gatling to save yourself trouble on confirms. Also after trying to catch a roll with 2B or 2A or on their wakeup in general, you can do 66~5C or 66~5B to catch BD on most characters (except Tager and I have to test against murakumos) If the Murakumos all have the same BD, then you can do 66 ~ 5C > 5D > etc to catch their BD. I need to see if there's a slight delay or if you can just do it as early as possible. Against Azrael you want to do a meaty 66 ~ 2A. Against Azrael, you can do 66 ~ 5B to catch his BD Against Tager you can do the same thing, but you can catch him at the end of his BD before he lands pretty easily. I believe you can also do 214B 1 hit then safe jump in with a j.2C midscreen because of how ice car makes them float now. In the corner at the end of a combo, it seems like you can do the old j.2C roll catch after ending a combo with a high sekka or 623C. Or you can just space yourself a bit and just do 2B/2A at the earliest time they can roll to catch them if they roll towards you. -
Forgot to post after I tested it. I can't reproduce the situation in 1.0 so yeah you're right. They kept the invul nerf :V
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But keep in mind that flick doesn't reflect at frame 1, it starts at frame 4 so no flicking meaties or really instant/fast moves. I know Elphelt likes throwing a pine berry to bait my flick and then shoots the missile to punish me. So even if these things are flickable, it's probably really freaking hard to do so especially if there's other things flying at me during my startup. Edit: I can't flick anything. Just tested it both supers. Despair.
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I will test again to make sure I'm not giving out wrong information when I get the chance and let you guys know. But I believe I've tried flicking runout before in sets against Eshi only to get blown up. I also remember trying to flick dark angel in training mode and also getting blown up. My theory on the change is that supers have an extra property added to them aside from being a straight projectile. Example: I can't flick sacred edge nor can I flick Elphelt missile. My other theory is that it has something to do with Potemkin's FDB hitbox. For example, if Faust throws a bag bomb at my feet, I can't flick it because it's below the flick's hitbox. I also have never been able to flick Ky's HS stunedge grinder unless I was at the end of the projectile. I'm really curious myself because it'd be nice if I could flick a lot of these things. I've never formally sat down and labbed most of these situations aside from Faust's items so I'll let you guys know.
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As far as I know, I don't believe there's a way to get replay files from Xrd on ps3. And about the j.P thing, I'm assuming you're referring to when he IAD and mashes j.P. Just be patient and be ready to 6P him or you can blitz if you know he's going to fully commit to it. Remember characters can't guard while they're dashing in so regardless if he stops hitting j.P you'll at least hit him. About the special move spam, here's a quick list of responses: If he fafnirs and has NO METER, you can hammerfall to eat the hit then YRC pot buster. If he has 25 meter, he can YRC back and punish you so be careful. If he uses gunflame mid pressure, you can megafist forward over it or flick the gunflame. Be careful if he YRC's the gunflame, he can punish your approach so just be patient and sit there and block if you believe he'll do it. Also, because of YRC slowdown, if you're spaced and try to megafist, you'll actually run into the flame. You can also double jump over it and then force him to block or eat a j.H.(You'll have to guess when he's going to gunflame for this one and jump preemptively) If he uses bandit revolver really close to you, you can block the first hit then blitz/6P the second hit. Or after he lands right in front of you, you can throw him. There's not much you can do if he whiffs the first hit then hits you with the second one so it's rock paper scissors at that point. If he uses bandit bringer, 6P or blitz it. If he's really close and he uses it and you IB it and if he doesn't jump immediately you can pot buster. I believe regardless if you IB it or not, you can get a guaranteed throw if he's close enough. For riot stamp, you can clip the startup of it with 5H. So if he's mashing it during your block strings, you can do something like 2P > 5H to catch it. If he uses it while you're mid hammerfall and you have 50 meter, you can YRC during the first hit then blitz the second. When you block the second hit, look to antiair him or patiently block high. Be careful when you push him to the corner though, because he's close to the wall and not being pressured, he'll bounce off the wall much more quickly than at midscreen and hit you. For Kudakero (the dive kick) he'll try to use it to delay his jump in timing to beat your antiair (or spam it like every other netplay sol). You can antiair it with 6P if you see it coming. I tend to either try to jump up and block it in the air or IB the first hit on the ground so I won't get pushed back into the flame afterwards and get a free throw. Just watch out for kudakero > YRC because it'll really mess with your antiair/let him try some gimmicky ground setup (don't expect the YRC very often though since it's not really ideal to do) It's mostly a matter of getting used to seeing his moves and immediately recognizing your options based on the situation. It also helps to know what he has to do if he wants to keep pressuring and when during a blockstring would he have to input a special to keep momentum. It'll take some practice and time to adjust yourself so just keep playing~
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- Guilty Gear
- XRD
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I just happened to be lurking so I don't know if you guys already found out about this since this is for something about a month ago. Pot can't flick supers. So no flicking bishop runout or dark angel. The missile, however, should pass through them like stated earlier.
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First time I've ever seen this before so I want to test it in 1.0 to see if the same thing happens. According to the wiki "Though it has invuln on the first frame, this invuln switches to upper body-only before it goes active, significantly reducing its value as an anti-air reversal. A sufficiently meaty attack can and will stop you." It didn't look meaty in the video so you might be right but it'd be good to see if the same situation happens in the current version before jumping to conclusions.
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It works on everyone. The only things that change are the enders and starters of certain routes because of character hurtboxes/weights.
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Be sure you started charging the instant after you input 6K. The time you should see the HFB come out is the same time you see the dust cloud come off the wall when they splat into it. I recently posted a small tutorial on 6K loop in the combo thread if you don't mind looking for it.
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It's different against every character so you'll need to experiment a bit (I still have yet to test against every character) There is no universal catch, it's different depending on the cast. BUT like jak said, 6H with character specific timings will catch everyone on wakeup. 5H/f.S can also do the same. A delayed meaty 5K wil catch characters with short backdashes/hops that aren't very invincible(Faust, Sol, Millia etc). Against Slayer, when you jump in, 2K and 5H will hit him trying to BD on wakeup Mid Pressure: After HFB, f.S will clip people trying to BD out of pressure. 5K > 5H catches BD and jump 2P > 2S or 2P > 5H will catch BD and jump In the corner, 2P,2K > 6K will catch BD and jump